Druid-Extension/wiki/basic_usage.md
2025-03-30 14:57:54 +03:00

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# Basic Usage
To use **Druid**, begin by creating a **Druid** instance to instantiate components and include the main functions of **Druid**: *update*, *final*, *on_message*, and *on_input*.
Create a new `*.gui_script` file and add the following code. It's a basic required template for **Druid** to work in your GUI scripts.
```lua
local druid = require("druid.druid")
function init(self)
self.druid = druid.new(self)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end
```
Now add this `*.gui_script` as a script to your GUI scene and now you can start creating **Druid** components.
Always, when you need to pass a node to a component, you can pass a node name string instead of `gui.get_node()` function.
All functions of **Druid** are invoked using the `:` operator, such as `self.druid:new_button()`.
Here is a basic example with a button and a text components created with **Druid**:
```lua
local druid = require("druid.druid")
-- All component callbacks pass "self" as first argument
-- This "self" is a context data passed in `druid.new(context)`
local function on_button_callback(self)
self.text:set_text("The button clicked!")
end
function init(self)
self.druid = druid.new(self)
-- We can use the node_id instead of gui.get_node():
self.button = self.druid:new_button("button_node_id", on_button_callback)
self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end
```
### Widgets
Read more in the [Widgets](wiki/widgets.md)
Create a new lua file to create a new widget class. This widget can be created with `self.druid:new_widget(widget_class, [template], [nodes])`
Usually this widget lua file is placed nearby with the `GUI` file it belong to and have the same name.
Here is a basic example of a widget class, which is the similar that we did in the previous example:
```lua
---@class your_widget_class: druid.widget
local M = {}
function M:init()
self.root = self:get_node("root")
self.button = self.druid:new_button("button_node_id", self.on_click)
self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
end
function M:on_click()
self.text:set_text("The button clicked!")
end
return M
```
Now we have a widget class that we can use in our GUI script instead basic components. It's often used to create a reusable component that can be used in different parts of the GUI.
```lua
local druid = require("druid.druid")
function init(self)
self.druid = druid.new(self)
-- This one is created the button and text inside, taking the same nodes as in the previous example
self.my_widget = self.druid:new_widget(your_widget_class)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end
```
## Widget Template
When you create a widget, you can pass a template to it. This template is a table that contains the nodes that will be used to create the widget.
Usually it's a main workflow. You create a widget lua file near the `GUI` file and pass the template to the widget.
So on your GUI scene, if we add the GUI template with template id `my_widget_example` with `button_node_id` and `text_node_id` nodes, we can use it in our script like this:
```lua
...
function init(self)
self.druid = druid.new(self)
-- It will take nodes from the template and use it to create the components
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example")
-- You also now have access to the nodes from the template
self.my_widget.button.on_click:subscribe(function()
print("my custom callback")
end)
self.my_widget.text:set_text("Hello, Widgets!")
end
...
```
## Widgets Nodes
If your GUI templates are created dynamically, from the "prefab" you can pass the nodes to the widget.
```lua
...
function init(self)
self.druid = druid.new(self)
-- The root is a top level node in the template, we use it to clone the whole template
self.prefab = gui.get_node("my_widget_prefab/root")
local nodes = gui.clone_tree(self.prefab)
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", nodes)
-- Now my_widget created from a copy of template
end
...
```
You can use the root node id of prefab or the node itself instead of manually cloning the tree. It will do the same thing under the hood.
```lua
...
-- This options the same:
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", "my_widget_prefab/root")
-- or
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", self.prefab)
...
```